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Wednesday, January 29, 2014

Here is the Magic-User that was built for my playtest. Magic is very much driven by the player's creativity. This is a snapshot at level 3 what the magic-user looks like, not an overview.Class: Magi-UserLevel: 3Hit Points: 24Recoveries: 3 for 1d4 each

Abjuration: Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.

Conjuration: Conjurations bring manifestations of objects, creatures, or some form of energy to you. Conjurations can also transport creatures from another plane of existence, heal, transport creatures or objects over great distances or create objects or effects on the spot.

Divination: Divination spells enable you to learn secrets, to predict the future, and to find hidden things.

Enchantment:Enchantment spells affect the minds of others, influencing or controlling their behavior.

Evocation:Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing.

Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.

Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force.

Transmutation: Transmutation spells change the properties of some creature, thing, or condition. To cast a spell, describe what you want to attempt. If the GM allows, she sets the DC at 6, 11, or 16. Any targets will make a DC 6, 11, or 16 depending on the GM.

It's been a good month. The whole family is well and adjusting to their new sister who is 6 weeks old now.

The cold has been trying, but I think most of the US has been wrestling with it and we've been fortunate, so far.

My work with 1st Age has gone over well and I had the opportunity to have one of classes appear in Pelgrane Press' Page XX webzine. I plan to continue it and ideas from it might be migrating over to my Secret Project which had been using the 4/C OGL system (FASERIP).

I hope 2014 continues like this.

I exceeded my goal of 15 posts and with the DnD Blog Hop next month should easily meet that goal.

While I'm glad to get the additional exposure that Pelgrane Press' Page XX gives me (thank you again Wade, Cat, and Simon), I decided to post a revision to the Cleric here.

I'm balance time between working up the foundation of the Druid, Monk, Dark Elf, Orc, Bard, Paladin, Illusionist and Ranger and adjusting the existing classes.

In
play, most things work as they do in 13th
Age: saves, the escalation die, backrounds, one unique things, and
for simplicity weapon and armor selection are purely for cosmetic
details, your class or race dictates your defenses and damage output,
unless you get a cool magic item. Most classes go to 10th
level with some only going to 9th.

Spells,
magic items and foes are used as they appear in Labyrinth Lord.

Devotion:
If a cleric ever falls from favor, due to violating the beliefs of
his god or breaking the rules of his clergy, his god may impose
penalties upon the cleric by removing the benefit of the escalation
die in combat.

Melee
Attack

Attack:
Strength + Level vs. ACHit: 1D6 + Str Mod

Natural
Hit of 16+: +2 to
your next melee attack

Ranged
Attack

Attack:
Dexterity + Level vs. ACHit: 1D4 + Dex Mod

Destroy
Undead

Target:
1d4 nearby undead creatures

Attack:
Wisdom + Level vs. MDHit: 2D4

Natural
Even Hit: Target
is dazed (-4
penalty to attacks) until the end of your next turn

Devotion
(Optional)

Uses:
2 times per day

Target:
All nearby alliesEffect: Heal 1d6+2 hit points

Divine
Inspiration: Worshiping
their god allows a cleric to cast spells in their god's name. A
cleric my cast any spell on the cleric spell list as long as it
is not higher than their current level.

Miracle
Working

At
1st Level a cleric may cast level 1 spells

At
2nd Level a cleric may cast level 2 spells

At
3rd Level a cleric may cast level 3 spells

At
4th Level a cleric may cast level 4 spells

At
5th Level a cleric may cast level 5 spells

At
6th Level a cleric may cast level 6 spells

At
7th Level a cleric may cast level 7 spells

Thaumaturgy: A
cleric's spells are granted by their god and there for do not need to
learn them. If their god wishes them to have access to a
spell, they simply do. A cleric cannot cast a spell that is
higher than their cleric level.

Gods
are fickle and will not always allow a cleric to continue to benefit
from a particular spell. If a cleric's zeal is found to be
complete by her god, she may continue to recast the same spell over
and over. However, if her passion is found lacking by her god,
the spell is cast but is not available to her for the rest of the
day. Additionally she is required to spend six hours in prayer
and meditation to her god to give her full access to all of her
spells.

When
a cleric casts a spell, they make a hard (DC 16) save. Note
this DC can be adjust to 11 or even 6 if the GM feels that
circumstances are particularly important to a cleric's god.

If
the cleric succeeds on their save, the spell is cast and he may
recast that same spell again that day. When recasting a spell,
he repeats the process above with the same two possible results.

If
the cleric fails their save, the spell is cast, but that spell may
not be cast again that day.

For example,
if Sasha Bluth, a vicar of the Priestess, casts Light and rolls an 18
on his save, he may recast it as soon as the next round. If the
roll of his second save is a 20 when recasting Light he can recast it
a third time that day. However, if the roll of his third save
to recast Light is a 14, the spell is cast but cannot is no longer
available to the cleric that day and requires Sasha to devote six
hours of uninterrupted prayer to the Priestess before he may cast it,
or any other spell he failed to save against while casting, again.

Citadel: At
6th level a cleric may establish or build a citadel. So long as
the cleric is currently in favor with his god, he may buy or build a
keep at half the normal price due to divine intervention. Once a
citadel is established, the cleric's reputation will spread and he
will attract 1st and 2nd level followers of the fighter class
(numbering 5d6 x10) that are completely loyal. The GM chooses
which proportions of followers are bowman, infantry, etc.

Healing
Magic: The
default goal of this project treats the cleric's healing abilities as
they appear in Labyrinth Lord, Cure
spells are merely another resource open to the class which has no
special tools for healing beyond them. This assumption does not give
characters 13th
Age's
recoveries, however. The Devotion
ability is a way to boost healing for groups that find that
desirable.

Since
both games are central to this project's inspiration and if a group
wants to include recoveries, I would suggest giving each character 1
recovery per Level each day. See the chart below detailing how much
each class heals when a recovery is used. A recovery may
be used once per combat or freely while out of combat, but if a
cleric is in the party, their god's presence allows each character a
second use of a recovery per battle, regardless of the number of
cleric's in the party (two clerics do not give you two extra uses of
recoveries per battle).

Class Recovery
Die

Dwarf D10

Fighter D8

Cleric,
Elf, Halfling D6

Thief,
Magic-User D4

A
final optional rule if your not using recoveries would simply allow
the cleric to grant “fast healing” to her allies. While present
in the party, any member who is below half their hit point maximum
heals 2 hit points per round until they return to half their maximum
hit points. Outside of combat a cleric's presence in the party
allows each member to heal 1d6+1 hit points per day of rest, instead
of 1d3.

1st
Age Cleric, all text open.

OPEN
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Game Content shall retain all rights, title and interest in and to
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Identification: If
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Monday, January 27, 2014

So, I finally got to run 1st Age through it's paces and it went well. However, as we made characters and played, where I had been leaning closer to Labyrinth Lord while translating it, I found myself leaning closer to 13th Age in actual play.

I'm probably going to be roughing out some additional classes in the next few weeks and hope to put together a PDF with 2nd and 3rd drafts of the original classes.

I realize what I really want is a game as streamlined as LL, but as interesting as 13th Age. I think I'm getting closer. I may post some of the characters we worked up, and you'll be able to see how the game is evolving.

Sunday, January 26, 2014

So roughly 40 years ago today, DnD entered the world, and it's a much better place for it!I began playing ADnD 2E back in 1991, I was in college...yeah, a late bloomer.

My first character was a fighter (I couldn't qualify for any other class) named Garamond (I majored in Graphic Design and the font was his name sake).

I had played Champions before ADnD and I was...disappointed that so many rules weren't covered and our DM choose to say "no", instead of letting you try something. So, ADnD and I had a rocky relationship.

Then came player's options, which was cool, but after starting a game of it, I quickly regretted not simply using Palladium Fantasy Revised Edition. You see, I didn't have the knowledge of DnD's history of "it's ok to make a rule up" yet and wasn't experienced enough a DM to make things work.

By the time DnD 3.0 was announced I was working at my current job at Comic Book World, but wasn't gaming manager yet. I followed Eric Noah's site religiously and loved that Jonathan Tweet was on the design team.

While I liked 3rd edition, I was still at a point where Vancian magic plagued me and I played very little of it.

By the time 3.5 came out, I was gaming manager ran demoes to reassure fans of the transition. But again, it wasn't for me.

4th Edition was like a breath of fresh air to me. I raved about slaughtering the "sacred cows". We played it straight until the weekend that Player's Handbook 2 came out. And then, as a group, we all were burned out. The fights were taking too long (something a DM can fix), I was tired of the grid and we just walked away.

Essentials looked intriguing, but I just wasn't ready to go back to the grid, plus I'd found the OSR by then and was reading Basic Fantasy, Labyrinth Lord and Swords and Wizardry. SnW, in particular really grabbed me, but I was taking a break from gaming at the time and didn't run it. I even purchased 3 of the first printing of the hardcovers from Frog God Games.

I was lucky enough to get in on the friends and family playtest of DnD Next. So I've been playing it since January of 2012. I've like what I've seen, but the latest rules update left me kind of cold, at first.

Plus, I preordered 13th Age during it's second escalation edition. The first time I read the press release I was excited to see the names of two of my favorite game designers, Jonathan Tweet (Over the Edge, Talislanta 3E) and Rob Heinsoo (Feng Shui, 4E). But I held off because I had Next and I really liked it.

See, Next was a nice mix of the OSR and unified mechanics. And I had reached a point, after over 20 years of gaming where mechanics were secondary and I didn't want to rock the boat.

But, 13th Age kept pulling me in and over time replaced most game systems for me.

It's funny, for years I wanted the economy of bonuses in DnD to match up and unify and they did that in DnD Next and that it what initially turned me off. But it's a good game and I need to start prepping my customers again.

Wednesday, January 22, 2014

I had some good feedback that Small & Fast was too powerful. I had a great suggestion about using it to disengage, but that type of rule doesn't exist if you hue closer to Labyrinth Lord, so I'm avoiding it at the moment.

Safe Haven:When a halfling reaches 6th level, he can build a stronghold. These strongholds will be in serene, beautiful valleys and halflings will come from great distances to settle there. The character becomes the bailiff of the people (their leader) and must rule them wisely and well.

1st Age Halfling, all text open.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

Definitions:

"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;

"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;

"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.

"Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor

The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

Friday, January 17, 2014

1st Age applies the ArchMage Engine's sensibilities to the Original RPG and games such as Labyrinth Lord. At this point in development the ArchMage Engine trumps other concepts.Saves are per 13th Age and the escalation die is used, as well as, backgrounds and One Unique Things. Weapon and armor selection are purely cosmetic. Max of 10 levels.

The elves recognized the arcane energy that is connected to their world and from an early age are taught to harness it's power. Elven instructors give every young elf a book of shadows that contains three 1st level spells and at least one spell of of every other level they may cast. If an elf finds or purchases a new spell they may copy it into their book. However, they may only cast a spell if it is a level they may cast. It is from their book of shadows that an elf learns their spells and commits them, permanently, to their memory.Spellcasting1st Level an elf may learn and cast level 1 spells3rd Level an elf may learn and cast level 2 spells

High MagicOnce an elf memorizes a spell they may cast it or any other spell they know whenever necessary. An elf cannot learn or cast a spell that is higher than their magic-user level. The process of casting spells is mentally taxing as the arcane forces within an elf mind is wild and otherworldly. If an elf's recollection of a spell is perfect, she may continue to recast the same spell over and over. However, if the recollection of the arcane symbols is imperfect, the spell fades from her memory until receiving six uninterrupted hours of mediation.

When an elf casts a spell, they make an average (DC 11) save.

If the elf succeeds on their save, the spell is cast and he may cast that same spell again that day. When recasting a spell, he repeats the process above with the same two possible results. If the elf fails their save, the spell is cast, but that spell may not be cast again that day.For example, if Luvelda Mor rolls a 19 on her save to cast Detect Magic, she may recast it as soon as the next round. If the roll of her second save when recasting Detect Magic is a 4, the spell is cast but strain has prevented her from casting it again that day and Luvelda will need six uninterrupted hours of rest before she may cast Detect Magic, or any other spell she failed to make a save against.

Bastion:At 6th level elves can establish a stronghold in a natural setting, such as a forest or glenl. Rather than impose upon nature, this keep must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the bastion, all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory. Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be hired.

1st Age Elf, all text open.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

Definitions:

"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;

"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;

"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.

"Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor

The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

Wednesday, January 15, 2014

1st Age applies the ArchMage Engine's sensibilities to the Original RPG and games such as Labyrinth Lord. At this point in development the ArchMage Engine trumps other concepts.Saves are per 13th Age and the escalation die is used, as well as, backgrounds and One Unique Things. Weapon and armor selection are purely cosmetic. Max of 10 levels.This version uses a save based magic system that I feel could be easier for new players to understand and perhaps be more fun to play. When I was introduced to the wizard, the idea of being able to cast any spell I know, at any time would have been closer to what I imagined from the character type.

Grimoire: Every magic-user has a book of spells, usually given them to by an instructor, that contains four 1st level spells and at least one spell of of every other level. If a magic-user finds or purchases a new spell they may copy it into their grimoire. However, they may only cast a spell if it is the equal to less than their current level.

It is from their grimoire that a magic-user learns their spells and commits them, permanently, to their memory.Spellcasting1st Level a magic-user may learn and cast level 1 spells2nd Level a magic-user may learn and cast level 2 spells3rd Level a magic-user may learn and cast level 3 spells4th Level a magic-user may learn and cast level 4 spells5th Level a magic-user may learn and cast level 5 spells6th Level a magic-user may learn and cast level 6 spells7th Level a magic-user may learn and cast level 7 spells8th Level a magic-user may learn and cast level 8 spells9th Level a magic-user may learn and cast level 9 spells

Invocation: At 10th level a magic-user may add the escalation die to a save to cast a spell twice per day.

Spellcraft: Once a magic-user learns a spell they may cast it or any other spell they know whenever necessary. A magic-user cannot learn or cast a spell that is higher than their magic-user level. The process of casting spells is mentally taxing as the arcane formulae within the wizard's mind is complex and otherworldly. If a magic-user's recollection is perfect, he may continue to recast the same spell over and over. However, if the recollection of the arcane formula is imperfect, the spell fades from his memory until receiving eight uninterrupted hours of mediation and rest.

When a magic-user casts a spell, they make an average (DC 11) save. Note this DC can be adjust to 6 or 16 if the GM feels that mana level of the area warrants it.

If the magic-user succeeds on their save, the spell is cast and she may recast that same spell again that day. When recasting a spell, she repeats the process above with the same two possible results. If the magic-user fails their save, the spell is cast, but that spell may not be cast again that day.For example, if Sargoo the Sapient casts Magic Missle and rolls a 13 on his save, he may recast it as soon as the next round. If the roll of his second save is a 19 when recasting Magic Missle he can recast it a third time. If the roll of his third save to recast Magic Missle is a 6, the spell is cast but cannot be cast again that day and requires Sargoo to get eight uninterrupted hours of rest before he may cast it again.

Arcanist:At 5th level a magic-user is able to create spells and magic times. The spell they are creating may not be of a higher level than the magic-user can cast. It takes a minimum of two weeks of game time and 1,000 gp per spell level.

If they are crafting a magic item and it mimics the effect of a spell, it will cost 1 week of game time and 500 gold pieces for each spell level of the mimicked spell. More powerful and innovative magic items may require entire adventures to be undertaken to find the ingredients. As a general rule, items should cost from 10,000 to 100,000 gold pieces and from 1 month to 1 year of game time to complete. Creating magic traps or other magical constructs, magical portals, or other exotic effects will need to be given a gold piece and time cost based solely on the GM's discretion. All such endeavors to craft spells or magic items requires an easy (DC 6, the GM can decide to increase this) save after the character has spent the money and time on the project. If the save fails so does the project, either way, the money and time are lost.

Sanctum Sanctorum:At 6th level a magic-user may build a stronghold, often a great tower. He will then attract 1d6 magic-user apprentices, who will range from levels 1 to 3.1st Age Magic-User, all text open.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

Definitions:

"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;

"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;

"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.

"Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor

The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.